Computer animation, or CGI
animation, is the process used for generating animated images
by using computer graphics. The more general term computer-generated imagery encompasses
both static scenes and dynamic images, while computer animation only
refers to moving images.
Modern computer animation usually uses 3D computer graphics, although 2D computer graphics are still used for
stylistic, low bandwidth, and faster real-time renderings. Sometimes the target of
the animation is the computer itself, but sometimes the target is another medium,
such as film.
Computer animation is essentially
a digital successor to the stop motion techniques used in traditional animation with 3D models and
frame-by-frame animation of 2D illustrations. Computer generated animations are
more controllable than other more physically based processes, such as
constructing miniatures for effects shots or hiring extras
for crowd scenes, and because it allows the creation of images that would not
be feasible using any other technology. It can also allow a single graphic
artist to produce such content without the use of actors, expensive set pieces,
or props.
To create the illusion of
movement, an image is displayed on the computer
monitor and repeatedly replaced by a new image that is similar to it, but
advanced slightly in time (usually at a rate of 24 or 30 frames/second). This
technique is identical to how the illusion of movement is achieved with television
and motion pictures.
For 3D animations, objects
(models) are built on the computer monitor (modeled) and 3D figures are rigged
with a virtual skeleton. For 2D figure animations, separate objects
(illustrations) and separate transparent layers are used, with or without a virtual skeleton. Then the limbs, eyes, mouth,
clothes, etc. of the figure are moved by the animator on key frames.
The differences in appearance between key frames are automatically calculated
by the computer in a process known as tweening
or morphing.
Finally, the animation is rendered.
For 3D animations, all frames must
be rendered after modeling is complete. For 2D vector animations, the rendering
process is the key frame illustration process, while tweened frames are
rendered as needed. For pre-recorded presentations, the rendered frames are
transferred to a different format or medium such as film or digital video. The
frames may also be rendered in real time as they are presented to the end-user
audience. Low bandwidth animations transmitted via the internet (e.g. 2D Flash,
X3D) often use
software on the end-users computer to render in real time as an alternative to streaming
or pre-loaded high bandwidth animations.
A simple example
The screen is blanked to a
background color, such as red. Then, a goat is drawn on the screen.
Next, the screen is blanked, but the goat is re-drawn or duplicated slightly to
the left of its original position. This process is repeated, each time moving
the goat a bit to the left. If this process is repeated fast enough, the goat
will appear to move smoothly to the left. This basic procedure is used for all
moving pictures in films and television.
The moving goat is an example of
shifting the location of an object. More complex transformations of object
properties such as size, shape, lighting effects often require calculations and
computer rendering instead of simple re-drawing
or duplication.
Explanation
To trick the eye and brain
into thinking they are seeing a smoothly moving object, the pictures should be
drawn at around 12 frames per second (frame/s) or faster (a frame is
one complete image). With rates above 75-120 frames/s no improvement in realism
or smoothness is perceivable due to the way the eye and brain process images.
At rates below 12 frame/s most people can detect jerkiness
associated with the drawing of new images which detracts from the illusion of
realistic movement. Conventional hand-drawn cartoon animation often uses 15
frames/s in order to save on the number of drawings needed, but this is usually
accepted because of the stylized nature of cartoons. Because it produces more
realistic imagery, computer animation demands higher frame rates to reinforce
this realism.
Movie film seen in theaters in the
United States runs at 24 frames per second, which is sufficient to create the
illusion of continuous movement. For high resolution, adapters are used.
History
Early digital computer animation
was developed at Bell Telephone Laboratories in the 1960s by Edward E.
Zajac, Frank W. Sinden, Kenneth C. Knowlton, and A. Michael Noll. Other digital
animation was also practiced at the Lawrence Livermore National
Laboratory.
An early step in the history of computer animation was the
sequel to the 1973 movie Westworld, a science-fiction film about a
society in which robots live and work among humans. The sequel, Futureworld
(1976), used 3D Wire-frame imagery which featured a
computer-generated hand and face created by University of Utah graduates Edwin
Catmull and Fred Parke. This imagery had originally appeared in
their student film A Computer Animated Hand, which
they completed in 1971.
Developments in CGI technologies
are reported each year at SIGGRAPH, an annual conference on computer graphics and
interactive techniques which is attended each year by tens of thousands of
computer professionals. Developers of computer games and 3D video cards strive
to achieve the same visual quality on personal computers in real-time as is
possible for CGI films and animation. With rapid advancement of real-time
rendering quality, artists began to use game
engines to render non-interactive movies, leading to the art form Machinima.
The first feature-length computer
animated film was the 1995 movie Toy Story
by Pixar. It
followed an adventure centered around toys and their owners. The groundbreaking
film was the first of many fully computer animated films.
Computer animation helped create
blockbuster films such as Toy Story 3 (2010), Avatar (2009), Shrek 2
(2004), Cars 2
(2011), Life of Pi (2012), and Frozen (2013).
Methods of animating virtual
characters
In most 3D computer animation
systems, an animator creates a simplified representation of a character's
anatomy, analogous to a skeleton or stick
figure. The position of each segment of the skeletal model is defined by animation
variables, or Avars. In human and animal characters,
many parts of the skeletal model correspond to actual bones, but skeletal animation is also used to animate other
things, such as facial features (though other methods for facial
animation exist). The character "Woody" in Toy Story,
for example, uses 700 Avars, including 100 Avars in the face. The computer does
not usually render the skeletal model directly
(it is invisible), but uses the skeletal model to compute the exact position
and orientation of the character, which is eventually rendered into an image.
Thus by changing the values of Avars over time, the animator creates motion by
making the character move from frame to frame.
There are several methods for
generating the Avar values to obtain realistic motion. Traditionally, animators
manipulate the Avars directly. Rather than set Avars for every frame, they
usually set Avars at strategic points (frames) in time and let the computer
interpolate or 'tween'
between them, a process called keyframing. Keyframing puts control in the hands of the
animator, and has roots in hand-drawn traditional animation.
In contrast, a newer method called
motion
capture makes use of live action. When computer animation is driven by
motion capture, a real performer acts out the scene as if they were the
character to be animated. His or her motion is recorded to a computer using video
cameras and markers, and that performance is then applied to the animated
character.
Each method has its advantages,
and as of 2007, games and films are using either or both of these methods in
productions. Keyframe animation can produce motions that would be difficult or
impossible to act out, while motion capture can reproduce the subtleties of a
particular actor. For example, in the 2006 film Pirates of the Caribbean:
Dead Man's Chest, actor Bill Nighy provided the performance for the character Davy Jones. Even though Nighy
himself doesn't appear in the film, the movie benefited from his performance by
recording the nuances of his body language, posture, facial expressions, etc.
Thus motion capture is appropriate in situations where believable, realistic behavior
and action is required, but the types of characters required exceed what can be
done through conventional costuming.
Creating characters and objects
on a computer
3D computer animation combines 3D
models of objects and programmed or hand "keyframed" movement. Models
are constructed out of geometrical vertices, faces, and edges in a 3D
coordinate system. Objects are sculpted much like real clay or plaster, working
from general forms to specific details with various sculpting tools. Unless a
3D model is intended to be a solid color, it must be painted with "textures"
for realism. A bone/joint animation system is set up to deform the CGI model
(e.g., to make a humanoid model walk). In a process called rigging, the virtual
marionette is given various controllers and handles for controlling movement.
Animation data can be created using motion
capture, or keyframing by a human animator, or a combination of the
two.
3D models rigged for animation may
contain thousands of control points - for example, the character "Woody"
in Pixar's movie Toy Story,
uses 700 specialized animation controllers. Rhythm and Hues Studios labored for two
years to create Aslan
in the movie The
Chronicles of Narnia: The Lion, the Witch and the Wardrobe which had
about 1851 controllers, 742 in just the face alone. In the 2004 film The Day After Tomorrow, designers had
to design forces of extreme weather with the help of video references and
accurate meteorological facts. For the 2005 remake of King Kong, actor Andy Serkis
was used to help designers pinpoint the gorilla's prime location in the shots
and used his expressions to model "human" characteristics onto the
creature. Serkis had earlier provided the voice and performance for Gollum in J.
R. R. Tolkien's The Lord of the Rings trilogy.
Computer animation development
equipment
Computer animation can be created
with a computer and animation software. Some impressive animation can be
achieved even with basic programs; however, the rendering can take a lot of time on
an ordinary home computer. Because of this, video game
animators tend to use low resolution, low polygon count renders, such that the
graphics can be rendered in real time on a home computer. Photorealistic
animation would be impractical in this context.
Professional animators of movies,
television, and video sequences on computer games make photorealistic animation
with high detail. This level of quality for movie animation would take tens to
hundreds of years to create on a home computer. Many powerful workstation
computers are used instead. Graphics workstation computers use two to four
processors, and thus are a lot more powerful than a home computer, and are
specialized for rendering. A large number of
workstations (known as a render farm) are networked together to effectively act
as a giant computer. The result is a computer-animated movie that can be
completed in about one to five years (this process is not composed solely of
rendering, however). A workstation typically costs $2,000 to $16,000, with the
more expensive stations being able to render much faster, due to the more
technologically advanced hardware that they contain. Professionals also use
digital movie
cameras, motion capture or performance capture, bluescreens,
film editing software, props, and other tools for movie animation.
Modeling human faces
The realistic modeling of human
facial features is both one of the most challenging and sought after elements
in computer-generated imagery. Computer facial animation is a highly
complex field where models typically include a very large number of animation variables. Historically
speaking, the first SIGGRAPH tutorials on State of the art in Facial
Animation in 1989 and 1990 proved to be a turning point in the field by
bringing together and consolidating multiple research elements, and sparked
interest among a number of researchers.
The Facial Action Coding System (with 46 action
units such as "lip bite" or "squint") which had been
developed in 1976 became a popular basis for many systems. As early as 2001 MPEG-4 included 68 Face Animation Parameters (FAPs) for lips,
jaws, etc., and the field has made significant progress since then and the use
of facial microexpression has increased.
In some cases, an affective
space such as the PAD emotional state model can be used to
assign specific emotions to the faces of avatars. In this approach the PAD model is used
as a high level emotional space, and the lower level space is the MPEG-4 Facial
Animation Parameters (FAP). A mid-level Partial Expression Parameters (PEP)
space is then used to in a two level structure: the PAD-PEP mapping and the
PEP-FAP translation model.
Realism in the future of
computer animation
Realism in computer animation can
mean making each frame look photorealistic, in the sense that the scene is rendered
to resemble a photograph, or to making the animation of characters believable
and lifelike. This article focuses on the second definition. Computer animation
can be realistic with or without photorealistic rendering.
One of the greatest challenges in
computer animation has been creating human characters that look and move with
the highest degree of realism. Many animated films instead feature characters
that are anthropomorphic animals (Finding
Nemo, Ice Age, Bolt, Madagascar, Over the Hedge, Rio,
Kung
Fu Panda, Alpha and Omega) machines (Cars,
WALL-E, Robots), insects (Antz, A
Bug's Life, The Ant Bully, Bee Movie)
fantasy creatures and characters (Monsters,
Inc., Shrek,
TMNT,
Brave, Epic), or humans with nonrealistic,
cartoon-like proportions (The Incredibles, Despicable
Me, Up, Megamind,
Jimmy Neutron: Boy Genius, Planet 51,
Hotel Transylvania, Team
Fortress 2).
Part of the difficulty in making
pleasing, realistic human characters is the uncanny
valley: a concept where, up to a point, people have an increasingly
negative emotional response as a human replica looks and acts more and more
human. Also, some materials that commonly appear in a scene like cloth,
foliage, fluids, and hair have proven more difficult to faithfully recreate and
animate than others. Consequently, special software and techniques have been
developed to better simulate these specific elements.
In theory, realistic computer
animation can reach a point where it is indistinguishable from real action
captured on film. Where computer animation achieves this level of realism, it
may have major repercussions for the film industry.
The goal of computer animation is
not always to emulate live action as closely as possible. Computer animation
can also be tailored to mimic or substitute for other types of animation, such
as traditional stop motion animation (Flushed
Away). Some of the long-standing basic principles of animation,
like squash & stretch, call for movement that is not strictly realistic,
and such principles still see widespread application in computer animation.
Media notable for realistic
human characters
- Final Fantasy: The Spirits Within: often cited as the first computer-generated movie to attempt to show realistic-looking humans
- The Polar Express
- Mars Needs Moms
- L.A. Noire - received attention for its use of MotionScan technology
- The Adventures of Tintin
- Heavy Rain
- Beyond: Two Souls
- Beowulf
Movies
CGI short films have been produced
as independent animation since 1976, although
the popularity of computer animation (especially in the field of special
effects) skyrocketed during the modern era of U.S. animation.
The first completely computer-generated television series was ReBoot, in
1994, and the first completely computer-generated animated movie was Toy Story
(1995). See List of computer-animated films for
more.
Notable computer animation
studios
- Pixar - Notable for Toy Story (1995), A Bug's Life (1998), Monsters, Inc. (2001), Finding Nemo (2003), The Incredibles (2004), Cars (2006), Ratatouille (2007), WALL-E (2008), Up (2009) and Brave (2012)
- Walt Disney Animation Studios - Notable for Dinosaur (2000), Chicken Little (2005), Meet the Robinsons (2007), Bolt (2008), Tangled (2010), Wreck-It Ralph (2012) and Frozen (2013)
- DreamWorks Animation - Notable for Antz (1998), Shrek (2001), Madagascar (2005), Kung Fu Panda (2008), Monsters vs. Aliens (2009), Megamind (2010), How to Train Your Dragon (2010), Rise of the Guardians (2012) The Croods (2013) and Turbo (2013).
- Blue Sky Studios - Notable for Ice Age (2002), Robots (2005), Horton Hears a Who! (2008), Rio (2011) and Epic (2013).
- Sony Pictures Animation - Notable for Open Season (2006), Surf's Up (2007), Cloudy with a Chance of Meatballs (2009), The Smurfs (2011) and Hotel Transylvania (2012)
- Illumination Entertainment - Notable for Despicable Me (2010), Hop (2011) and The Lorax (2012) Despicable Me 2 (2013)
- Ilion Animation Studios - Notable for Planet 51 (2009)
- Industrial Light & Magic -
Notable for Rango (2011)
Notable for visual effects on live action films like Star Wars (1977) and Pirates of the Caribbean (2003)
- Weta Digital - Notable for visual effect on live action films like The Lord of the Rings film series, The Hobbit film series and Avatar (2009)
- Digital Domain - Notable for visual effect on live action films like Armageddon (1998) and Transformers: Dark of the Moon (2011)
Amateur animation
The popularity of websites that
allow members to upload their own movies for others to view has created a
growing community of amateur computer animators. With utilities and programs often
included free with modern operating
systems, many users can make their own animated movies and shorts. Several free and open source animation
software applications exist as well. A popular amateur approach to animation is
via the animated GIF
format, which can be uploaded and seen on the web easily.
Detailed examples and
pseudocode
In 2D computer animation, moving
objects are often referred to as “sprites.” A sprite is an image that has
a location associated with it. The location of the sprite is changed slightly,
between each displayed frame, to make the sprite appear to move. The following pseudocode
makes a sprite move from left to right:
var int x := 0, y :=
screenHeight / 2;
while x < screenWidth
drawBackground()
drawSpriteAtXY (x, y) // draw
on top of the background
x := x + 5 // move to the right
Computer animation uses different
techniques to produce animations. Most frequently, sophisticated mathematics
is used to manipulate complex three-dimensional polygons, apply “textures”,
lighting and other effects to the polygons and finally rendering the complete image. A
sophisticated graphical user interface may be used to
create the animation and arrange its choreography. Another technique called constructive solid geometry defines
objects by conducting boolean operations on regular shapes, and has the
advantage that animations may be accurately produced at any resolution.
Let's step through the rendering
of a simple image of a room with flat wood walls with a grey pyramid in the
center of the room. The pyramid will have a spotlight shining on it. Each wall,
the floor and the ceiling is a simple polygon, in this case, a rectangle. Each corner
of the rectangles is defined by three values referred to as X, Y and Z. X is
how far left and right the point is. Y is how far up and down the point is, and
Z is far in and out of the screen the point is. The wall nearest us would be
defined by four points: (in the order x, y, z). Below is a representation of
how the wall is defined
(0, 10, 0) (10, 10, 0)
(0,0,0) (10, 0, 0)
The far wall would be:
(0, 10, 20) (10, 10, 20)
(0, 0, 20) (10, 0, 20)
The pyramid is made up of five
polygons: the rectangular base, and four triangular sides. To draw this image
the computer uses math to calculate how to project this image, defined by
three-dimensional data, onto a two-dimensional computer screen.
First we must also define where
our view point is, that is, from what vantage point will the scene be drawn.
Our view point is inside the room a bit above the floor, directly in front of
the pyramid. First the computer will calculate which polygons are visible. The
near wall will not be displayed at all, as it is behind our view point. The far
side of the pyramid will also not be drawn as it is hidden by the front of the
pyramid.
Next each point is perspective
projected onto the screen. The portions of the walls ‘farthest’ from the view
point will appear to be shorter than the nearer areas due to perspective. To
make the walls look like wood, a wood pattern, called a texture, will be drawn
on them. To accomplish this, a technique called “texture
mapping” is often used. A small drawing of wood that can be repeatedly
drawn in a matching tiled pattern (like desktop
wallpaper) is stretched and drawn onto the walls' final shape. The pyramid
is solid grey so its surfaces can just be rendered as grey. But we also have a
spotlight. Where its light falls we lighten colors, where objects blocks the
light we darken colors.
Next we render the complete scene
on the computer screen. If the numbers describing the position of the pyramid
were changed and this process repeated, the pyramid would appear to move.
Computer-assisted vs
computer-generated animation
To animate means "to give
life to" and there are two basic ways that animators commonly do this.
Computer-assisted animation
is usually classed as two-dimensional (2D) animation. Creators drawings either hand
drawn (pencil to paper) or interactively drawn(drawn on the computer) using
different assisting appliances and are positioned into specific software
packages. Within the software package the creator will place drawings into
different key
frames which fundamentally create an outline of the most important
movements. The computer will then fill in all the " in-between
frames" commonly known as Tweening.
Computer assisted animation is basically using new technologies to cut down the
time scale that traditional animation could take, but still
having the elements of traditional drawings of characters or objects.
Two examples of films using
computer-assisted animation are Beauty and the Beast and Antz.
Computer-generated animation
is known as 3-dimensional (3D) animation. Creators will design an object
or character with an X,Y and Z axis. Unlike the traditional way of animation no
pencil to paper drawings create the way computer generated animation works. The
object or character created will then be taken into a software, key framing and
tweening are also carried out in computer generated animation but are also a
lot of techniques used that do not relate to traditional animation. Animators can
break physical laws by using mathematical algorithms to
cheat, mass, force and gravity
rulings. Fundamentally, time scale and quality could be said to be a preferred
way to produce animation as they are two major things that are enhanced by
using computer generated animation. Another great aspect of CGA is the fact you
can create a flock of creatures to act independently when created as a group.
An animal's fur can be programmed to wave in the wind and lie flat
when it rains instead of programming each strand of hair separately.
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